Demo bugfixes

The 2.0 demo has been updated with numerous bugfixes to improve the experience for players. Download it from ModDB. Note: the Steam workshop has already been updated with these fixes as they were made.
Changelog

v2.0 Demo Coming Soon(tm)

As you may or may not be aware, I am still working reasonably regularly on the mod and have got it to a stage where I feel comfortable releasing a focused demo version of Phoenix Rising 2.0. Currently, the version is in testing, but you can get a sneak-peek from Corey, lead developer on the Thrawn's Revenge series of mods, who has graciously begun a series of videos of the demo test build on his Youtube channel. The first video is here

2.0 will include all the changes noted in previous news posts, but there will be a summary of changes around the release time.

Forged Battalion has been announced

In this game, you're part of a resistance group, taking the world back from a military force called The Collective at the end of the 21st century.

It should come with the following features:

- Strong focus on unit customisation and building your own faction. You can alter every unit's chassis with different weapons, locomotor types and regenerative armor.- There will be a 'persistent tech tree', meaning that each battle will contribute to your overall progress, helping to unlock new blueprints.- There'll also be co-op and competitive multiplayer for up to eight players, also something that is being called a 'dynamic story campaign' and Steam Workshop support.- Expect superweapons.- The first early access version should include at least five campaign missions, different multiplayer modes and five multiplayer maps.

Forged Battalion will launch in 2018 on Steam Early Access. Thanks to Plokite_Wolf for the news tip.

Installing mods for Empire at War Gold Pack - Another method

I released a video many years ago on how to install mods via Steam for Empire at War and Forces of Corruption. With the release of the new patch bringing back multiplayer and whatnot I thought I'd give the game another go and try out some mods too!

I could not install them for the life of me from the steam workshop (game just kept crashing), by my old option or in the game via the "mods" option where people said it'd close the game then restart with the mod. So I went for a final push and created shortcuts instead and used the information you would put into the launch options on Steam but into the "target" box of your shortcut file of the main .exe for the game.

Watch the video below, this was the final straw before I just played online and a few campaigns and let the game rest. Fortunately it worked for me and I can enjoy some of the great mods the community has made!

New Patch for Star Wars: Empire at War (Steam)

It seems that Disney has recently made some kind of deal that made Petroglyph add some interesting updates to the Steam version of the game. Here's their developer note about this subject:

A note from the developer.

Hi Everyone,

We have continued to watch the EAW community closely over the years and appreciate all the excellent support you have given us and the game. Thanks to all of you for the great feedback, awesome mod packs, and overwhelmingly positive reviews.

We're on the workshop!

With the update(!) to Empire at War on Steam, turning multiplayer back on, fixing some bugs, and adding Steam workshop support, I worked all day yesterday getting Phoenix Rising onto the workshop. It's available for download here: http://steamcommunit...873&searchtext=

Please post in this thread if you have any troubles installing/running the workshop version, as I haven't had much chance to test it myself.

Battle Blitz has been released.

Hello everyone. Today, while browsing the web, I've found out about something Petroglyph has just released. For modding, it is useless. But if you have a Gear VR, it might be fun if you have 5 dollars to spare. It is called Battle Blitz.

There isn't much material to share about this game yet and probably there won't be. Here's how the site I've linked above describes the project:

Embark on a fun and challenging "lite" Real-Time Strategy campaign against an AI bent on your destruction! Construct your base, build your army, and determine your strategy of attack. Every map provides a unique challenge with new units, obstacles, and traps to contend with. You can even advance your technology to build the fearsome nuclear silo and rain molten destruction on your enemy! As you level up your character, you’ll earn rewards for technology advancements that can be placed into your own custom maps to share with other players. Other features include Touch controller support, an in-game tutorial, leaderboards, map editor, and the classic base-building, economy management, and strategic battles that strategy players love to dig into.

It seems that any similarity with 8-Bits Armies is not a mere coincidence. If you are interested in the game, click in any of the pictures and have fun. Thanks to Plokite_Wolf for the tip.

Mike.nl's tools source code are now available on GitHub

Hello everyone! Our friend Mike.nl, from Petrolution Mod Tools, has posted the source code from pratically all his tools on GitHub. It uses the MIT License, so anyone can fork it follow this license... and yea, you'll need the latest Visual Studio to compile the code and some C++ skills to understand it.

His GlyphX Tools includes:

- alo-viewer

- particle-editor

- lua-converter

- string-editor

- mtd-editor

- animation-converter

- chunk-viewer

- map-preview-extractor

So, it's a jewel! Everything you need to know about the file formats used in the Alamo Engine, from Petroglyph Games, is there. Have fun!

Happy Holidays: OS BIG Editor support for 8-Bit and Site Updated

Hello everyone! We wish you a happy holidays, regardless of your religion or if you even have holidays in the next days. And, in order to celebrate the occasion, we've decided to bring some life back to this place. Starting by the fact that many of you might be aware that Petroglyph Games has released 8-Bit Armies, 8-Bit Hordes and 8-Bit Invaders, in this year. In fact, 8-Bit Invaders was released only 9 days ago. You see? We are not that late into bring this news for you. Only miserable nine days. And of course, there is a trailer to explain to you what is it about and give a glimpse on the graphics and some of its features:

And, of course, we are adding support for thesegameshere in Petrolution. Specially, because we do enjoy fun RTS games released by Petroglyph Games.

In fact, we've repaired all our content and updated the game icons for some of them, for the site revival.

But... some of you may be wondering... after all, isn't Petrolution a site about game modifications? Are these 8-Bit stuff moddable? To be honest, we don't know how much it could be modded. The Steam Discussions Forum for 8-Bit Invaders doesn't have a single topic about modding the game. If you browse its directory, you'll notice that it reminds a lot Empire at War in some sense. Afterall, both use the Alamo engine, except that it has received some upgrades in these years. And EAW is very modding friendly, which means that the current Alamo engine is still friendly with many things. However, so far I only could figure out that they allow you to customize the in game music quite easily there. However, we certainly want much more than tweaking the music of the game, right?

So, there is another occasional bonus of this place: we are offering you in first hand the latest version of OS: BIG Editor. This tool was supporting .MEG files for a while, but now it opens the encrypted config.meg files from Grey Goo and 8-Bit Armies, Hordes and Invaders. Unfortunately, I couldn't figure out the Key and Initial Vectors from End of Nations beta, otherwise, I would have added support for that too .

So, that should allow you to modify the XML files that are used to specify the features, powers and weapons from each unit. Does the Alamo engine used in 8-Bit Armies reads external files? Is there any volunteer to figure it out and share this knowledge with us? Post your thoughts here and, if these games are really moddable as they seem to be, we'll create dedicated modding forums here.

AI Breakthrough

After weeks and months of testing, and trying to figure out how to get the AI to react as a human does in a galactic environment, the PR team have finally achieved a significant AI breakthrough:

The AI now aggressively attacks independent planets, takes worlds, builds fleets, and stomps all over unwary humans if given half a chance.

The AI equasions to do this have been in place do this for years, but for months the AI has lain dormant, effectively asleep. We have tried hundreds of different ideas to get the AI to activate - all to no effect.

And how did we achieve this?

The frustrating answer, familiar to most modders out there is simple. We changed 1 value in the XMLs, instead of increasing the value from 1.0 to 1.25 we should have decreased the value to 0.75. It just took 6 months of testing to realise that is what we needed to do!

WOW. Did the AI react or what?

It annihilated one of the testers in Core Worlds in under a quarter of the time taken for a human player to "WIN" Core Worlds if unopposed.

Now that we know the AI is working, I have to go back and undo many of the campaign changes put in place that were an attempt to make the AI respond, but the mod is finally alive and kicking. We need to test and polish a bit more, but this makes us a lot closer to where we want to be.

8-Bit Armies

Petroglyph have just released a video announcing a new game they are working on and looks close to release from the games Steam page. It's features currently indicate a simple, back to basics retro-style RTS game that will get us playing what we love: a simple, fast paced RTS! Check out the video below they released:

Here's what Petroglyph are describing this game as on their Steam page:

Campaign #1 - CORE WORLDS

At the centre of the galaxy, you find the oldest, richest, most heavily populated... and the best defended planets in the galaxy. Single planets in the Core have more financial and military influence than whole sectors in the Outer Rim.

CORE WORLDS is the first of the campaigns in the Rise of the Empire Era, which is set at the end of the Clone Wars. The formation of the Galactic Empire has been announced, but many worlds are either actively opposed to the New Order or are highly independent planets that will resist the Imperialisation of trade, commerce and law. You get to rewrite history with either the early Galactic Empire, or the scattered elements of the Phoenix Rising Movement.

All of these campaigns start with a handful of planets and outdated Republic-era and Clone Wars technologies. Many of the neutral worlds will be far stronger at the start than your small fleets, and these campaigns are lengthy. It is vital to plan for long term growth, and in many cases your production capacity will far exceed your initial income, and it is important to grow both militarily and financially.

The political influence of leaders also cannot be underestimated, and many politicians give time reduction bonuses on construction (motivation), and best of all, price discounts for the most influential.

You should also be aware that the larger starbases need considerable fleet strength, with destroyer and capital-class warship support for the level 4 and 5 starbases, before an invasion can be considered. It is no longer feasible to effectively destroy a starbase with corvettes alone, but your Level 2 starbases are vital to continued financial growth, so don’t ignore them.

It is worth noting that the income created by light transports is a percentage of the planetary income, so make sure your light transports are in orbit over your wealthiest planets. You receive light transport revenues once units have made 1 trip into hyperspace. XQ5 platforms add 25% to your base planetary income, and are well worth the 3 week production time on your richer worlds. However, there is a limit of 2 per planet, and many of your Core holdings already contain at least one customs station, with a welcome boost to revenues.

Before considering invasion, make sure you scout target worlds by espionage, stealth heroes, and attacks by a lone scout unit to ensure any invasion is feasible, and that you can escape if it gets too difficult. Many worlds have interdictors in their fleets, trapping invaders to certain doom. And don’t forget about small infantry raids with up to 3 infantry units. This can be a quick way to capture lightly defended units, with the advantage that you destroy the orbiting starbase if you manage to capture the planet.

In Core Worlds, you start with 6 influential planets : -

PRM Abregado Rae

The smuggler port of Abregado Rae is fiercely independent and highly resistant to being ruled, and is looking to Corellia for guidance in the growing opposition to the Galactic Empire. If the smugglers on Abregado-rae can join forces with the Corellians, they could form a powerful syndicate.

Strategic Considerations: Threat from Byss.
Heroes: Obi-Wan Kenobi

PRM Alderaan

Alderaan has been a staunch supporter of the republic in the fight against the Separatists, with the Royal Alderaanian Shipyards providing the engines for the Acclamator-class Assault ships. Both influential and with excellent facilities, Alderaan is politically opposed to the New Order and Bail Organa is one of the key figures in promoting the idea of active resistance to the ever-growing power of the Office of Chancellor.

Strategic Considerations: No Immediate threats.
Heroes: Bail Organa

PRM Chandrila

Chandrila is a world of free speech led by Senator Mon Mothma, who led the Delegation of 2000 to limit the powers of the Chancellor. Chandrila has a strong defence-fleet and is working with both Bail Organa and Garm Bel Iblis to take increasing military action to oppose the New Order.

The free world of Corellia is the leading manufacturer of light freighters and corvettes with unrivalled construction facilities. Invoking an ancient law, legendary Senator Garm Bel Iblis has kept Corellia out of the Clone Wars and is strongly opposed to the changes imposed by the New Order.

This smuggler world has a vibrant underworld and finds the Galactic Empire and its new taxes a considerable threat – especially as this is increasingly backed up by the Imperial Fleet and a growing Imperial Customs Service.

Strategic Considerations: Major threat from Coruscant.

PRM Fresia

This tiny island population is the home to Incom – producers of one of the most popular basic fighters towards the last days of the Old Republic – the Z95 Headhunter. Incom’s fortunes have dramatically changed for the worse with the creation of the Galactic Empire and the move towards disposable TIEs – and disposable pilots, something that the Fresians object to morally.

Strategic Considerations: Isolated, but Coruscant could be a threat in the future.

IMPERIAL Coruscant

Coruscant has everything – vast research capabilities, diverse production, immense wealth and a huge pool of talented individuals to nurture and develop.

In addition, both Sith lords – Darth Sidious and Darth Vader - are present on Coruscant, giving the Imperial faction a huge advantage. The political and financial influence of Darth Sidious is worth several star-systems, and Darth Vader frightens whole armies, both in space and in ground combat.

While the temptation is to focus on military research, some effort should be spend to upgrade the trade fleet and add to Coruscant’s fleet in case the threat from Farrfin increases. Military expansion, both north to Dolomar and south to the Deep Core should be considered.

IMPERIAL Byss

Byss is the center of secret holdings in the Deep Core. With a massive 20bn population of immigrants tricked into travelling to a utopian world, Byss could become a major planet of influence.

Strategic Considerations: Major Threat from Abregado-rae and Corellia

Much effort should be made to consolidate holdings in the deep core and expand as if the smuggler fleet on Abregadoe Rae is able to merge with the Corellians, then the Deep Core is in danger.

IMPERIAL Corulag

This model Imperial world is isolated from Coruscant by the republic influences at the Naval Academy on Anaxes, and threatened by political activists on Chandrila. It must rapidly expand its fleet and defeat pro-republican sentiments.

The Kuat Drive yards have unrivalled military production capacity – as long as you have the credits to spend.

Kuat has strong neighbours, but no immediate threats, and while it may be tempting to immediately start construction of a destroyer fleet, current limited incomes may prove this be an unnecessary strain on finances. It may be wiser in the short term to divert funds to more vulnerable holdings until their security has been established.

Gandeal is a mineral-rich resource world with small freighter yards that supplies the shipyards of Fondor with raw materials. This should be considered as facility for financial rather than military growth.

Overall, this is a campaign for long term strategy. You certainly have far higher incomes than any other campaign in this era, but early opportunities for expansion are limited – and most be considered carefully. However, you have access to unsurpassed shipyards and with a solid financial base, your regions of influence should expand steadily.

State of The Mod

First of all, I would like to apologiese to all of the fans for the total neglect and lack of news in the last year.

You may be mistaken in thinking nothing is happening with the mod. - You would be wrong; progress has actually been quite positive recently, but real life cuts back on modding time for most of the team.

Before detailing some of the more exciting developments in the mod, it's probably worth a recap of what has happened to date, as this has profound implications on my particular area of focus - the campaigns.

Combat Mechanic

The entire basis os space comabt has been rebuilt to match the land mechanic, with a detailed and comprehensive armor and shielding system. Shileds now absorb laser fire, ranging frmo 20% to 45%, depending on unit class. Armor grades range from 8 points in fighters to 32 points for capital class warships, and all the weapons in the mod now have different damage ratings. HP are considerably increased.

The biggest change in tactical battles, is that laser cannons, and especially light laser cannons, are unable to penetrate heavy armor. This does not mean that your fighters are redundant, far from it. A cloud of snubfighters and transports can strip off the shields of destroyers and capital-grade warships, making them much more vulnerable to turbolaser fire, but you can't kill a star destroyer with snubfighters alone - you have to have turbolaser support. Bombers get proton rockets and proton bombs, and can be pretty nasty.

We have also added space population. The idea is that in order to crew and maintain a space-based unit, you need a support base. Your planets provide population and without spare population you can't build anything. This explains why the Acclamator and other crew-heavy designs, such as the Dreadnaught rapidly became obsolote. The Imperial class is much more effiecient in terms of deliverably combat power vs population support required.

On a strategic level this adds a new dimension to the campaign scenario. You need credits AND population to build warships. As a result, we have rebuilt the entire economy from scratch, with new pricing and a detailed planetary model that calculates planetary economies based on population, tech level, agricultural base, mineral resources, underworld and manufacturing capability. Agricultural wolrds are particularly important to feed and grow your fleets.

Proximity Jumps and Trade Routes

We have removed proximity jumps from the mod, so all space-based travel is based on the trade route. This makes strategic planning much more interesting, and you will find that key planets that lie at the junction of major trade routes are extremely important strategically, as these act as choke points to access different regions of the galaxy.

For example. Brentaal IV, which lies at the junction of the Hydian Way and the Perlemian Trade Route, is now probably the most imporatant piece of real-estate in the galaxy and is defended accordingly!

Armed colonies

All coloneis, from levels 1 to 5 are now armed with turbolaser cannons, and are heavily shielded and quite difficult to kill.

You will need cruiser support to take on a level 1 or level 2 colony, and multiple cruisers for a Level 3 Colony.

Level 4 colonies are extremely challenging, and need a large fleet, with at least destroyers, if not capital-class warships to have a chance of destroying the base.

Level 5 colonies are exceptionally challenging.

And if you think these are bad news, the asteroid bases are worse, so it is vital to send out expendable scouting parties to see what you are facing before you attempt an invasion.

Heroes

Heroes no longer come with elite warships. They now have command abilities but are just that - indivudal beings that need to be attached to a fleet to make a difference. So Darth Vader IV on his own is just a pilot in an TIE, but with a fleet he commands on the bridge of the largest warship.

Back to Basics

If we now wind the clock back to early 2014, we are in the process of updating all of the old campaigns with these points in mind. We have always had a goal of adding new campaigns to each release, but had no idea of the change that was about to take place.

Our concept at the time was to create a new campaign to show the difference in strategic planning due to the lack of proximity jumps and have a campaign based on the 5 Super-Hyperrroutes of Perlemian Trade Route, Hydian Way, Rimma Trade Route, Correlian Run, and the Corellian Trade Spine.

60% of the campaign was completed when the campaign crashed on install and it soon became apparent that nothing was going to fix it. The problem was simple - too many planets and too big a campaign. The EAW engine simply couldn't handle it.

So we made the critical decision to break up all the existing campaigns into smaller chunks, each with fewer planets.

So - Core Worlds lost the Expansion region and shrunk back to the Core Worlds and the Colonies. This was highly successful and led to a better campaign with faster frame rates and quicker load times and much less lag.

The roll-out pulled appart the entire campaign set and rebuilt everything from scratch.

Prelminary testing of all 12 campaigns is now complete and the results are rather exciting.

I'll let you have more news, in detail, about each campaign in due course....

Mega File Editor reads Config.meg from GreyGoo

Mike.nl has released a new version of his Mega File Editor that is able to read the encrypted config.meg file from GreyGoo. That file stores the core rules of the game, such as unit stats, behavior, AI and much more. Humans are able to understand the .XML files and the .CLP files. It is unclear at the moment if the game is really moddable or not and what would be its limitations. Mike.nl has also updated his .MEG File Format document to cover the changes in GreyGoo.

(Click the picture for a high resolution screenshot)

Head to Petrolution Mod Tools Website to download the Mega File Editor and much more. If you have any successful modding experience with GreyGoo, please, report it here and show it to us. It can seriously affect the future of this site.

Grey Goo's 4th patch: the ballance patch

A couple of days ago, Greybox has released the first ballance patch for Grey Goo. Here's the official notes on it with a long list of changes:

The first balance patch is here!

Here is the finalized list of changes going into the first major balance update released on Tuesday March 24th. These include revisions inspired by the testing done on our Public Test Branch. See the previous balance details here.

Any changes labeled with [PTB] resulted from data collected during the Public Test Branch.

Due to the number of balance adjustments we are implementing with this patch, both 1v1 and 2v2 ranked leaderboards will be reset upon the update's arrival. Your Elo matchmaking rating and win-loss records will be wiped during this reset, allowing you the opportunity to test your skills in a new season.General

The formed Goo, Repair Subroutine Upgrade, and Sentinel Repair Upgrade regeneration effects now only activate when the units and structures are not actively taking or dealing damage.Targeting priorities have been re-factored to prioritize units over structures in most cases.

Beta Faction

Air Canister Upgrade

[PTB] Range down from 450 to 350

Stalker

[PTB] Health up from 100 to 110[PTB] Damage down from 11 to 9[PTB] Movement speed down from 120 to 115

Stealth Sniper Upgrade

Range down from 500 to 425Stealth is now always active outside of combat and will reapply 8 seconds after combat ends.

Predator

Health up from 130 to 140

Hailstorm

Damage down from 25 to 20Range up from 750 to 800Armor penetration down from 3 to 0AoE radius down from 150 to 125

Guardian

[PTB] Rate of fire down from 1.75 to 1.5Range down from 650 to 550Long-Range Ballistics Upgrade range down from 1200 to 900Long-Range Ballistics Upgrade damage down from 35 to 25

Cloudburst

[PTB] Damage down from 40 to 24

Stratus

Health down from 100 to 75

Warbird

Rate of fire up from 0.5 to 1Ammo up from 4 to 5Cost up from 270 to 315

Nimbus

Ammo up from 2 to 3Damage down from 75 to 50Nimbus Napalm Upgrade now lasts 5 seconds down from 5.5Nimbus Napalm Upgrade AoE radius down from 250 to 200

Avalanche

Shot timings have been shifted to have a smaller cast time and a longer cooldown. Rate of fire remains the same.Cost down from 675 to 600

Hand of Ruk

Range down from 2000 to 1500

Wall

Armor down from 3 to 0Build time up from 25 to 30[PTB] Pillar cost up from 50 to 90Pillar health down from 1250 to 1000Straight cost up from 50 to 90

Small Power Hub

Health up from 300 to 400

Medium Power Hub

Build time down from 50 to 45

Large Power Hub

Health down from 900 to 800

Repair Pad

Heals for 15 every 2 sec up from 20 every 5 secBuild time down from 50 to 30Cost down from 500 to 300Health down from 1500 to 1000

Hanger

Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec[PTB] Build time up from 30 to 35[PTB] Cost up from 240 to 245

Extractor

Health down from 1000 to 750[PTB] Extractor size reduced to match the Human Extractor

Harvester

[PTB] Health up from 80 to 120[PTB] Movement speed up from 100 to 125

Refinery

[PTB] Creates Harvesters every 20 sec up from 15

"No-Build" Influence Radius

Small Hub radius increased from 400 to 600Medium Hub radius increased from 400 to 600Large Hub radius increased from 500 to 600Headquarter radius increased from 800 to 1000

Goo Faction

Drover

Range down from 250 to 200

Strider

[PTB] Health down from 125 to 115[PTB] Rate of fire down from 1.25 to 1

Tempest

Damage down from 25 to 18

Small Protean

Health up from 150 to 160

Small and Large Protean

Slow enemies by 50% down from 90%

Crescent

Damage down from 10 to 6Range down from 1500 to 1000Projectile speed up from 150 to 200Projectile Endurance Upgrade AoE radius down from 100 to 75Projectile Endurance damage down from 5 to 2Projectile Endurance range down from 1500 to 1000

Destructor

[PTB] Rate of fire down from 1.75 to 1.5[PTB] Damage down from 42 to 36[PTB] Health down from 155 to 150Movement speed down from 120 to 105Target damage and splash damage have been separated. Splash damage down from 42 to 15 but target damage remains the same.

Purger

Range up from 800 to 1000Damage down from 400 to 300

Catalyst Vents

Grant 160 health per pickup to the Mother Goo and Proto-Purger up from 85

Mother Goo

Stealth detection range down from 800 to 400Armor penetration down from 10 to 0Max health has increased from 1300 to 1600Health per size has increased from 200 to 320Catalyst digestion health per second up from 5 to 8First size max health down from 500 to 320Initial Mother Goo starting health down from 400 to 240

Proto-Purger

[PTB] Starting health down from 2000 to 200 to maintain build time from Catalyst Vent change.

Human Faction

Trident

[PTB] Health up from 115 to 140[PTB] Damage down from 8 to 7Build time up from 20 to 25Cost up from 100 to 125

Revolver

Damage down from 6 to 5[PTB] Health down from 100 to 95

Dagger

Armor down from 3 to 0[PTB] Range up from 350 to 375[PTB] Damage down from 3 to 2Health up from 75 to 90

Gladius

[PTB] Range up from 350 to 400Movement speed down from 95 to 90

Howitzer

[PTB] Cost down from 440 to 385Damage down from 30 to 23Range up from 800 to 900Armor penetration down from 3 to 0AoE radius down from 150 to 100Mine (default) no longer has stealthMine duration down from 12 to 3 secProximity Mine Radar Upgrade mine duration down from 18 to 9 sec

Longbow

Movement speed down from 130 to 110Damage down from 42 to 24

Lancer

Damage level one DPS down from 50 to 10Damage level two DPS down from 60 to 40Damage levels one and two now last 3 seconds up from 2

Scimitar

Damage down from 125 to 60Ammo up from 1 to 2Rate of fire up from 1 to 2Cost up from 300 to 350

Mine Drop Upgrade

[PTB] Armor penetration down from 3 to 0[PTB] Mine no longer has stealth[PTB] Mine duration down from 10 to 6

Monitor

Health up from 75 to 100[PTB] Movement speed down from 275 to 250[PTB] Vision up from 1000 to 1200[PTB] Cost up from 75 to 105[PTB] Build time up from 25 to 35

Scythe

Movement speed down from 400 to 375Armor penetration down from 6 to 0AoE radius down from 75 to 50Damage up from 13 to 20Rate of fire up from 0.5 to 1.25

Aircraft Repair Upgrade

Repairs 8% every sec up from 5% every sec

Alpha

Movement speed up from 50 to 75Explosion interval health threshold down from 500 health to 300 health

Repair Subroutine Upgrade

Repairs 10% every 5 sec up from 5% every 5 sec

Air Pad

[PTB] Cost up from 60 to 80[PTB] Build time up from 15 to 20Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec

Conduit

[PTB] Health up from 250 to 300

Teleporter

Build time up from 75 to 120Cost up from 750 to 1200Cooldown up from 150 to 180Now has a visible 5 second charge up telegraph and an audio queue before activation

Wall

Armor down from 6 to 0Build time up from 30 to 40Pillar cost up from 30 to 80Pillar health down from 1000 to 750Straight cost up from 30 to 80Regeneration up from 15/sec to 25/sec

Human Sentinels

Now have a population of 1Take 10 seconds to teleport up from 5

Artillery Sentinel

Range down from 1750 to 1000[PTB] Damage up from 15 to 20[PTB] Health up from 250 to 300Armor down from 6 to 3

GreyGoo's third patch is online

Yesterday, the third patch for Grey Goo has been released. It should be a quick hot fix patch with the following changes:

March 12, 2015 Update Notes

AI

Alhazen Human AI will no longer build all air pads and no units

Fixed an issue that could cause the AI to stop attacking

Hotkeys

Fixed an issue were hotkeys were inconsistent when using the Goo interface

Human Teleporter eject hotkey now works properly

Fixed issue where hotkeys were not properly displaying for tech upgrades

Units

Bastion taunt now properly affects Beta units that are mounted on walls

I guess that the issue that could cause AI to stop atttacking was the critical one that needed to be wiped from the history, considering that single player games are played by many people. That's probably the reason that they've made this hot fix in first place. They've been announcing some heavyballancechanges for the upcoming patches and you are able to test it already.